The subsurface scattering material doesn't render with passes. To overcome the problem I had to separate it to five different sss materials: diffuse, front scattering, mid scattering, back scattering and specular. Then using colour buffers I was able to connect them to the custom render passes.
Here is a picture of the hypershade tree:
It worked very well. I was able to render out all of the pieces in one layer with all the passes I need.
To fix the wing specularity I simply had to add the wings to a different render layer.
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